Wow, this filled up faster than I thought.
I see I have 7 people signed up, but that's ok, I think I can roll with 7 if we get a good mix of roles.
@Erekose13 : I'm gonna say yes to the revenent and the monk I've been eager to see how the monk plays. I don't want more than one monk though, and seeing as it's a playtest I want us to agree that I reserve right to nerf the monk if needed. Seeing as you've read the intro, I'm gonna put you on your honor not to let any background information contained in that intro out.
Rules:
I want people to post at least once every 24 hours, if something makes this not possible, let me know ahead of time if at all possible. Naturally in combat if it's not your turn there is no reason to post everyday but at the slowest post within 24 hours of my posting. To encourage this you will recieve a +1 to a single d20 roll that turn if you post within the time limit.
All player rolls will need to be rolled on invisiblecastle, dm rolls are made with a real d20 on my desk, think of it as my virtual dm screen.
I would like everyone to post a condensted stat block at the bottom of your combat posts, like so...
[sblock=stat block]
Generic Guy- Male Human Warlord 2
Passive Perception: 12, Passive Insight: 12
AC:18, Fort:16, Ref:15, Will:16 -- Speed: 5
HP:
13/29, Bloodied:14, Surge Value:7, Surges Per-Day 5/8
Initiative +3 Action Points: 0, Second Wind:
used
Powers:
Furious Smash
Opening Shove
Wolf Pack Tactics
Inspiring Word Inspiring Word
Hammer and Anvil
Bastion of Defense
Aid the Injured[/sblock]
If making your character in the Character builder, please send me your .dnd4e file
Any questions?
Background:
Standard PHB implied setting, primordials, then gods, dragons, dragonborn empire, teifling empire, war 100's of years of darkness, Nerith, then nerith crumbling, emperror dies and empire crumbles.
Out here on the frontier the human empire of Nerith hasn't had much of an effect in over a hundred years, but it still existed, now it's completely gone, you might find some older people who remember the death of the emperor but it happened before you all's time.
Game will begin in the town of Wellspring, there are serveral different reasons why an adventurer might be in Wellspring,
** Wellspring is an ideal place to purchase supplies, train, and relax. The town is also large enough for you to acquire needed ingredients for rituals.
** Situated as it is on the frontier, Wellspring is a place from which adventurers can mount expeditions into the Harrow Wood and
the Kadagast Mountains. Rumor holds that old portals to the Feywild still stand in the forest, and portals to darker and stranger lands lay in the mountains. In addition, the peaks are home to ruins of more than one empire—Nerath (the human empire that fell 40 years ago) and Bael Turath (the ancient Teifling empire).
** For the worshipers of Ioun, Wellspring is a holy site. At this location, Estered received the blessing of the goddess and founded an order dedicated to protecting her gift. As a result, pilgrims come to Wellspring to pay homage to the saint at what they
believe is his tomb at the center of town.
[sblock="About the town"]
Wellspring nestles in a valley, astride a river known as the Chill and between two arms of the Kadagast Mountains. The town’s folk are farmers and fishers. Cultivated farmland surrounds the community. Less than two miles away is Kord’s Tankard, a deep lake
fed by runoff from the mountains. A Nerathi road winds down from a northern pass, heading south and splitting into a westward arm. Paved with cut stone, the roads still see caravans from the north.
The most common travelers, though, are pilgrims devoted to the deity Ioun and her saint, Estered. Each year brings another band of devout to the town’s center square. They pay their respects under an ancient statue of Estered, under which the mystic’s
tomb is hidden.
Wellspringers, famous skeptics, can’t help but wonder if the statue actually marks the grave. They keep their doubts to themselves, since the pilgrims play an important part in Wellspring’s economy. To the pious, Wellspringers are gracious hosts quick to doff their caps to the statue.
Places of Interest
Estered’s Square: Paved in cobblestones and dominated by the worn statue of Estered’s robed form, the square is the center of the town’s activity. When not playing host to a festival, it functions as a market. Wellspring’s major businesses ring the square, and traders set up stalls in the area.
Mindspire: Locals claim this ancient temple stood long before the town did. Its old stones, covered in strange sigils just hidden by the ivy, suggest some truth to its legends. Multicolored pieces of glass in a rainbow of colors peek out from the mortar so when the sun hits it, the temple sparkles. Two massive brass doors serve as its only entrance, and inside is a massive amphitheater around a central pit where a worn altar stands.
Castle Criswell: Rivaling the old temple of Ioun, Castle Criswell stands on a sharp rise overlooking the southern branch of the Chill. A fifty-foot tower dominates the castle, and the colors of Lord Criswell fly from its conical roof. His standard depicts a rearing brown bear flanked by two downward-pointing swords. The rest of the castle consists of a two-story house and two smaller outbuildings used as servants’ quarters and a garrison, surrounded by a low curtain wall.
Guild District: Three powerful guilds—Bakers, Ironworkers, and Tanners—control the town’s industry. Each guild oversees a variety of related industries and they set the prices in the town. They place representatives near Lord Criswell to ensure the noble remembers who pads his coffers.
Town Hall: Facing the square, the town hall is a building of wood and stone roofed in slate shingles. Narrow windows look out over the square. Most of this building consists of the audience hall, where commoners voice grievances to the lord, do business,
and hold town meetings. Weddings are common here as well.
Low District: Although definitely home to Wellspring’s poorer citizens, this district holds the homes of commoners who work in the market or Guild District. Not destitute by any means, folk here are content with their simple lives.
Riverfront District: Both sides of the western Chill are crowded with warehouses and hostels, all of which cater to the merchant sailors who travel from other settlements to do business. This district is the area of Wellspring most troubled by crime.
Common District: Given over to commerce, middle class housing, and a scattering of shrines, this ward is a safe if dull part of town.
High District: Named for the hills rippling out from the eastern shore of the Chill, this is the wealthy part of Wellspring, made so by merchants and successful guilders. With wide streets, several cultivated parks, and higher-end shops, the High District is
a bright spot of prosperity in the darkness of the frontier.
[/sblock]
[sblock="Maps"]
[/sblock]